We recently released version 2.0.0 of Sentry’s Godot Engine SDK, bringing C#/.NET support and application metrics to general availability. That means you can now capture errors from your managed C# code and track custom metrics across your development and retail builds.

Godot supports two fairly distinct worlds of scripting: GDScript and C#. During the 1.x releases, we instrumented the SDK to capture issues from GDScript, the engine itself, and the native C/C++ code, and expanded support to all officially supported platforms. With the 2.0.0 release, we’re introducing first-class error reporting for .NET in Godot Engine.

Errors from your managed code now appear on the same trace alongside GDScript and engine issues, and scope elements like tags, breadcrumbs, and user context are present where they’re currently synchronized.

So, let’s see how this works in practice. Here’s a short version of C# code that throws at runtime in our Godot game:

private List<UpgradePathBase>? TryFetchUpgradesFromServer()